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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API FREE CHAPTER 2. Your First Vulkan Pseudo Program 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Chapter 6. Allocating Image Resources and Building a Swapchain with WSI

In the previous chapter, we covered concepts related to memory management and command buffers. We learned about host and device memory and ways to allocate in the Vulkan API. We also covered command buffers; we implemented command buffer recording API calls and submitted them to queues for processing.

In this chapter, we will make use of our knowledge of command buffers and memory allocation to implement a swapchain and depth image. A swapchain provides the mechanism by which we can render drawing primitives to swapchain color images, which is then passed on to the presentation layer in order to display the primitives in the window. Images are a prerequisite of swap buffer creation; therefore, this chapter will help you gain in-depth knowledge of image resources and their uses in the Vulkan application.

We will cover the following topics:

  • Getting started with image resources
  • Understanding an image resource
  • Memory...
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